Spinter Cell: Conviction the first hour of gameplay (preview)

Splinter Cell: Conviction is almost here, and it’s about damn time. It’s been a long, meandering journey for the title. The last installment in the series (Double Agent) was released in 2006, and since then, the follow-up has encountered numerous delays. The game was originally supposed to be released in 2007.

At E3, gamers’ patience appeared to be well-rewarded as Ubisoft revealed one of the most impressive demo at Microsoft’s presser. The new Splinter Cell wowed audiences with its slick presentation and its gameplay elements. But unfortunately, I couldn’t play the demo — until now.

At last week’s X10, I had some hands-on time with the single-player campaign. The story itself unfolds as a flashback. The narrator is a detainee who is answering questions about the series’ protagonist Sam Fisher. He was bretrayed. His daughter was slain in an accident. He even had to kill his own partner. Given the circumstances, I can understand why he drifted off the edge and went off grid.

The next thing I knew I was looking at Fisher hanging out in Malta. He takes a seat at a cafe. The panning shot shows the detail and work the team did in creating the scenario. Every person looks distinct. There are a variety of shapes and races. These aren’t recycled NPCs. Fisher takes a seat in a cafe, when a waiter approaches him with a phone call from Grim, who is now a high-ranking member of Third Eichelon.

She tells him that his daughter’s death may not have been an accident. This immediately catches his attention and kicks off the tutorial with yet another flashback. In this one, Fisher’s daughter is a child who is afraid of the dark and not ready for bed. Being a father, he calms her fears saying that she shouldn’t be. Sometimes the dark – as has been proven in the stealth series – can be your friend. He then hear’s a noise and this is how I learned about the new tag and execute system.

Fisher investigates and discovers these robbers in his house. He eliminates one via a melee take down, which gives him one tag and execute command. With that, I tagged the other two robbers with the right bumper and executed them with the Y button. The move is an instant kill. To show off the game’s detail, Ubisoft Montreal even shows a cracked window from where the bullet went through. The assault is carried out in complete silence, but unfortunately, his young daughter walks into the scene and he had some explaining to do …

But back in the present, Fisher has to take out a group of men out to get him. I entered a bazaar of sorts, hiding in the shadows and eliminating a guard using a melee command. It seems as if Ubisoft Montreal wanted to take away as much of the heads-up display as possible so now there isn’t a meter showing your level of concealment. Instead, the screen turns black and white if your hidden by shadows and it goes into color once your exposed.

I tagged two guys and killed them instantly, moving up further in the level. I repeated this process playing cat and mouse with the guards until eventually, there was a moment when I had another tag and execute available, but there were more foes than I could tag properly. This presented a problem of sort and shows another level of strategy. I had to maneuver Fisher into an area where I can tag two people (that’s the max for each execute) and I can be in position to take out third fairly easily.

It didn’t work out as intended and I missed the guy. We exchanged gunfire and he ran away and I gave chase into a men’s restroom. That’s where the interrogation part of the gameplay takes place. This is where you discover more details behind his daughter’s death. When *ahem* interviewing suspects, I used whatever was means was necessary to be persuasive. I can slam the man’s head into a sink or push him up against a wall. It doesn’t seem as if I could fail this interrogation; it seems to be there so Ubisoft Montreal could show off more of the world’s detail.

The suspect, Dimitri Grakos, ultimately tells Fisher that a man named Andrei Kobin had more answers and that’s where Fisher heads off to. This is the level that Ubisoft revealed at E3. The first thing Fisher does is grab a side mirror from an SUV and he uses it as a low-tech spy tool.

Players have to blend in with the environment. That means not running, but strolling to the mansion and using the mirror beneath the entrance doors. This allowed me to tag two guard at the front so that when I opened the door slowly and meleed a third guard near the door I could take them out pretty quickly.

Replaying the demo in my mind, I retraced the demo’s footsteps. I climbed a pipe attached to a wall and shimmied toward a window. I then grabbed another foe and threw him off the first story window. It’s a move that should be familiar to fans of Assassin’s Creed 2. I then entered the mansion proper and one thing to note is that these environments seem larger than past Splinter Cell games.

It’s less about sneaking around narrow corridors and more about using the environment to your advantage. Using a process called last-known position, players can trick foes into going in one area and then flanking them in another. They can also use the environment to their advantage. In the E3 demo, I remember Fisher climbing up a pipe and shimming upside down toward the middle of a grand hall. He pointed his gun at a chandelier and shot it down, crushing the guards beneath it. The move accomplished to things. It turned off the lights and it eliminated a good amount of enemies.

It also created a ruckus loud enough to attract more guards and I was able to pick them off with manual shots to the head and ambush melee attacks while hanging from above. The level features more open levels and wide rooms. I did get cornered once in a while behind cover. I had to shoot at enemies and shift positions, watching my flank because the foes in Conviction are fairly smart. They’ll distract you with fire while another move to the left toward your last-known position.

Ultimately, I made my way with well-placed headshots and not Ramboing it. If you go it alone and rush up the middle with guns blazing, Fisher will die. It’s better to be more deliberate and take circuitous routes that avoid crowds and lets Fisher take enemies out one by one. Once in a while, I ran into weapon caches that let me upgrade my firearms, but unfortunately, it didn’t seem like I could add a new silencer to my pistol or change the stock to my assault rifle. In Conviction, players can only carry to guns and a few gadgets such as EMP grenade that can disable electricity temporarily in an area.

Eventually, I made it to the room where Kobin was holed up. He had a half dozen guards or more judging by what I saw via the mirror beneath the door. With all their guns trained on the door, I couldn’t exactly go in peppering everything with bullets.

Instead, I jumped out a window and shimmied across a few ledges toward the side. I grabbed one guy from a window and killed him, giving me a tag and execute and I had one saved up from another incursion. I tossed in a few EMP grenades to disorient the guards and killed each one with quick tag and executes.

Finally, I was alone with Kobin (You can’t interrogate him unless you kill everyone. There’s no room for Mr. Nice Guy.), and I underwent another interrogation sequence. This one involved a lot of glass and piano keys. But soon the demo ended as Third Echelon appeared. They swept in from above and Fisher had to use Kobin as a human shield.

Third Echelon eventually captures Fisher with a well-placed tranquilize dart and that was the end of that.

Splinter Cell: Conviction is definitely going to be released April in 13. That date is written in stone.

Gieson Cacho

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